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https://github.com/ApfelTeeSaft/UnrealEvent.git
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48 lines
1.6 KiB
C++
48 lines
1.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "WeaponHitNotifyAudioBank.generated.h"
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class USoundBase;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UWeaponHitNotifyAudioBank : public UDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundBody;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundCrit;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundShield;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundDeath;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundDeathCrit;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundBodyReceive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundCritReceive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundDeathReceive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundDeathCritReceive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundFallReceive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* SoundFallDeathReceive;
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UWeaponHitNotifyAudioBank();
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};
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